40enTue, 04 Sep 2012 11:00:28 GMTTue, 04 Sep 2012 11:00:28 GMTLeader with a defeat: -1 min 0 ability for all cards.]]>Sun, 02 Sep 2012 20:29:26 GMT
If you opponent plays a character with poison or life reduction and you lose that round your opponent takes it instead of yoiu

I think Arena cards would be massively overpowered, as you could use a card that would seem to provide both sides with a big disadvantage, but stack your deck with stuff that makes up for it in some way. 16 Damage min 1 Arena card with a deck full of -Life/+Life, or poison, would be really hard to beat.]]>Sat, 28 Jul 2012 18:59:43 GMTSat, 28 Jul 2012 16:51:22 GMT
Example Ability :
Fury : +1 Life Per Damage or Fury : +2 Power
-&gt; A conditional ability that only activates on usage of Fury . This should encourage players to use Fury a little more

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Another ability I have in mind is Arena types that affect both sides .

Example :
Arena : +3 Power or Arena : -16 Damage min 1
Cards on both sides [the card owner and the opponent] gain the ability benefit .
It may be argued that this skill makes the character using it have a disadvantage , with the proper bonus , it might be deadly . An example would be Montana gaining a Arena: -3 Power . As such combined with the -12 opp. atk they have , they gain more than their opponents .]]>Wed, 25 Jul 2012 15:53:30 GMT They should also have low base power, so that SoA significantly hurts them. This would give them good round-winning potential, a bit less than some existing cards like Mona and Edd Cr.]]>Wed, 25 Jul 2012 14:53:55 GMTRandy and Warren make great use of the ability, and even power = opp power cards from attack manip clans can make decent use of the ability. You could even argue that the ability still retains a bit of use when it is found on a two star, gaining the advantage of winning ties, and thus forcing pillz.

That being said, I like the idea of a power = opp power +1 for the fact that it would be useful to all clans and would be a very flexible ability. The problem is that if it existed, eventually it would seep into the attack manip clans (strong, but possibly balancable, potentially over powered) and then the power manip clans. If they created a card like Randy but with this ability I think it would be very frustrating. On the other hand if the ability were restricted in power/attack manip clans to only creating low star walls like Chan, that could be quite fun, but you know eventually there would be a 4* or 5* released that always has 3 power over you and it would be just another Spyke, Caelus Cr, etc.

I am also interested in hearing people's thoughts on this, since the evolution of new powers is inevitable if the game wants to continue it's success over time.]]>Wed, 25 Jul 2012 03:47:11 GMT
Opp = Opp Power is largely considered unplayable. Even cards with a bonus that makes up for that ability, if it should be shut down, are considered shaky. When was the last time you've seen someone use poor Angie? Furthermore, a lot of power reducers that are equivalent to 7 power feel outdated now -- even ones that were once considered great, like Tula! Attack manipulation, SoA, Prot: Power, and 8 powered cards, all destroy those cards with ease.

Opp = Opp Power +1 allows cards of a similar nature to exist. They would have a small advantage against 8 powered cards and Prot: Power. However, they would still be at a disadvantage against attack manip cards, power manip cards, and SoA. As long as they dealt reasonable damage and were not found in certain clans, that would be enough to keep them from becoming overpowered. For example, a card like that in a SoB clan should have somewhat low damage for its star count.